A K Peters/CRC Press
171 pages | 22 B/W Illus.
See How to Unobtrusively Incorporate Good Teaching into Your Game’s Mechanics
Learn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human–computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games.
The book links game design principles with psychology through the game tutorial. It offers easy-to-implement changes that can make a huge difference in how players receive your games. It explains how you can educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies.
Transcending disciplinary boundaries, this book improves your understanding of the science of learning and the art of teaching. It helps you design game mechanics, or tutorials, that teach people how to have fun with your games without ever feeling as though they’re being instructed.
Video Game Tutorials
What Is a Tutorial?
Why Tutorials Are Necessary
How Tutorials Teach
Three Tutorials in the Wild
Examples of Existing Tutorials in Current Games
You’ve Said Right and Wrong: Why?
How People Learn Stuff
Why People Choose to Learn Stuff
How to Teach People Stuff
Frustration and Boredom
"Flow" and Other Reasons People Keep Playing
Facts about Players
Age and the Education Gap
(Experience + Skill)/Challenge = Fun
It Is Never Okay to Throw the Controller
The Big Five Motivational Factors and Games
Eyes and Ears
Visual Stuff in Games
Audible Stuff in Games
Why Does This Matter?
Mayer’s Principles: Designing Learning for Our Eyes and Ears
Return of the Tutorial: Escape from Skull Island
Escape from Skull Island
Overview of Mechanics and Gameplay
Controls and Inputs Overview
Interface Structure and Overview
Tutorials and Learning in Escape from Skull Island
Bullet Point Learning Design
There Are Really Three Things
No Exclusionary Mechanics
No "Club" Behaviors
Offer Learning Support
Follow the Cognitive Principles
Let Skilled Players Be Skillful as Fast as Possible
No Small Punishments
No Small Rewards
Immediate Feedback on All Inputs
Massive Explosions of Juiciness
Harsh and Brutal Corrections of Unwanted Behaviors
Rewards Must Scale in Their Splendor and Awesomeness
Dynamic Difficulty Adjustment
Test and Retest Player Skill Level
Use Just-in-Time Tactics to Reward Continued Play
Procedural and Dynamic Rewards and Punishments
You Cannot Have Too Many Data Collection Hooks
Appendix: Further Reading